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SSBU/Ike: Difference between revisions

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======<span style="visibility:hidden;font-size:0">Overview</span>======
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{Overview
{{Overview
|overview= is a heavyweight, hard hitting swordfighter who relies on proper spacing and fundamentals to succeed. Using his sword Ragnell, Ike possesses moves with raw power and potent range, allowing him to thrive off of simple combos, setups, and stray hits.
|overview= This is a character in SSBU. (Placeholder)

Ike has many strong and straightforward tools in his kit, especially his aerials. {{clr|aerial|Nair}} is notorious for being a combo starter and his main neutral tool. {{clr|aerial|Bair}} is a fast, powerful swing that is one of his many KO options and safe if spaced. {{clr|aerial|U-air}} covers a wide range above him, and is used in many combos and set ups, and {{clr|aerial|Dair}} is a powerful spike that can even strike through stages, and even the weaker hitbox is potent at KOing.

Ike also has many useful options on the ground such as his quick {{clr|tilt|down tilt}}, a strong poke in {{clr|tilt|f-tilt}} and his up special {{clr|special|Aether}}, which has armor properties to allow him to shrug off attacks during startup. Using his slew of useful tools, Ike can rack up damage, take stocks off of virtually any hit, and keep momentum in his favor.

Ike is not without his flaws, however. While having raw strength, he is rather slow both on the ground and the air. His lack of mobility hinders him in many ways, such as being able to position himself to be spaced correctly and escaping pressure. While he does have {{clr|special|Quick Draw}} as a unique movement option, using it as one is rather niche. Additionally, while having a great presence in advantage due to his threatening range, Ike lacks a substantial combo game. While he does have combos and kill confirms off of things like {{clr|aerial|Nair}} and {{clr|tilt|down tilt}}, Ike can struggle to find the hits he needs at higher percents if he loses his momentum. His recovery is also rather shaky. While not particularly bad, {{clr|special|Aether}} and {{clr|special|Quick Draw}} can be exploited, with the former being easier than the latter.

Overall, Ike is a powerhouse sword character who is able to take stocks quickly with solid fundamental play. Due to his straightforwardness, he's relatively easy to pick up and understand and rewards smart play and game knowledge. If these aspects seem interesting to you, then give the Radiant Hero a try!


|summary= is a heavyweight swordfighter who relies on spacing his very disjointed attacks to bait and punish his opponents who attempt to retaliate.
|summary= is a heavyweight swordfighter who relies on spacing his very disjointed attacks to bait and punish his opponents who attempt to retaliate.
Line 10: Line 18:
*'''Easily Kills''': Ike's confirms begin killing surprisingly early, making closing out stocks quite easy for him - especially on a good read.
*'''Easily Kills''': Ike's confirms begin killing surprisingly early, making closing out stocks quite easy for him - especially on a good read.
*'''Heavyweight''': Ike is tied for the 13th heaviest fighter in the game, meaning he can take more hits than usual.
*'''Heavyweight''': Ike is tied for the 13th heaviest fighter in the game, meaning he can take more hits than usual.
*'''Straightforward''': Ike is a relatively simple character to pick up and learn, and is great for learning and maintaining fundamentals.
|cons=
|cons=
*'''Poor Mobility''': Ike's grounded speed is very sluggish, meaning he will struggle against fast characters who can quickly close the gap.
*'''Poor Mobility''': Ike's grounded speed is very sluggish, meaning he will struggle against fast characters who can quickly close the gap.
*'''Sluggish Frame Data''': Many of Ike's normals have either slow startup or a lot of endlag.
*'''Sluggish Frame Data''': Many of Ike's normals have either slow startup or a lot of endlag.
*'''Predictable Recovery''': Ike has 2 options to choose from to mix up his recoveries. Though his recovery is not as exploitable as {{StockIcon|SSBU|Chrom}}, both his options {{clr|special|Quick Draw}} and {{clr|special|Aether}} are linear and easy to predict. Combined with his poor mobility, he will be easy to edgeguard.
*'''Predictable Recovery''': Ike has 2 options to choose from to mix up his recoveries. Though his recovery is not as exploitable as {{StockIcon|SSBU|Chrom}}, both his options {{clr|special|Quick Draw}} and {{clr|special|Aether}} are linear and easy to predict. Combined with his poor mobility, he will be easy to edgeguard.
*'''Prone to Parries''': Ike doesn't have a single multi-hit attack in his kit. This makes parrying him easier than usual.
*'''Prone to Parries''': Ike doesn't have a single multi-hit attack in his kit. This makes parrying him easier compared to most characters, so attacking shields come with risk.
|weight = 107
|weight = 107
|spotDodge = 26F (3~17F intangible)
|spotDodge = 26F (3~17F intangible)

Revision as of 21:17, 21 June 2023


Overview

Ike
Weight:107
Spotdodge:The duration and intangibility of this character's on-spot dodges.26F (3~17F intangible)
Air Dodge:The intangibility of this character's air dodges, both neutral and directional.4~31F intangible (Neutral)
4~22F intangible (Directional)
Unique Recovery Options:Recovery options that this character may have other than their Up Special.Quick Draw
Fastest OOS:BAir (3+7F)
Overview
is a heavyweight, hard hitting swordfighter who relies on proper spacing and fundamentals to succeed. Using his sword Ragnell, Ike possesses moves with raw power and potent range, allowing him to thrive off of simple combos, setups, and stray hits.

Ike has many strong and straightforward tools in his kit, especially his aerials. Nair is notorious for being a combo starter and his main neutral tool. Bair is a fast, powerful swing that is one of his many KO options and safe if spaced. U-air covers a wide range above him, and is used in many combos and set ups, and Dair is a powerful spike that can even strike through stages, and even the weaker hitbox is potent at KOing.

Ike also has many useful options on the ground such as his quick down tilt, a strong poke in f-tilt and his up special Aether, which has armor properties to allow him to shrug off attacks during startup. Using his slew of useful tools, Ike can rack up damage, take stocks off of virtually any hit, and keep momentum in his favor.

Ike is not without his flaws, however. While having raw strength, he is rather slow both on the ground and the air. His lack of mobility hinders him in many ways, such as being able to position himself to be spaced correctly and escaping pressure. While he does have Quick Draw as a unique movement option, using it as one is rather niche. Additionally, while having a great presence in advantage due to his threatening range, Ike lacks a substantial combo game. While he does have combos and kill confirms off of things like Nair and down tilt, Ike can struggle to find the hits he needs at higher percents if he loses his momentum. His recovery is also rather shaky. While not particularly bad, Aether and Quick Draw can be exploited, with the former being easier than the latter.

Overall, Ike is a powerhouse sword character who is able to take stocks quickly with solid fundamental play. Due to his straightforwardness, he's relatively easy to pick up and understand and rewards smart play and game knowledge. If these aspects seem interesting to you, then give the Radiant Hero a try!

Summary
Ike is a heavyweight swordfighter who relies on spacing his very disjointed attacks to bait and punish his opponents who attempt to retaliate.
Pros Cons
  • Big Sword: Ike's sword gives long, disjointed attacks that he can use to effectively control the midrange while staying hard to punish on shield.
  • Heavy Hitter: Ike's raw strength allows him to quickly rack up damage in neutral or advantage, even with stray hits.
  • Easily Kills: Ike's confirms begin killing surprisingly early, making closing out stocks quite easy for him - especially on a good read.
  • Heavyweight: Ike is tied for the 13th heaviest fighter in the game, meaning he can take more hits than usual.
  • Straightforward: Ike is a relatively simple character to pick up and learn, and is great for learning and maintaining fundamentals.
  • Poor Mobility: Ike's grounded speed is very sluggish, meaning he will struggle against fast characters who can quickly close the gap.
  • Sluggish Frame Data: Many of Ike's normals have either slow startup or a lot of endlag.
  • Predictable Recovery: Ike has 2 options to choose from to mix up his recoveries. Though his recovery is not as exploitable as Chrom, both his options Quick Draw and Aether are linear and easy to predict. Combined with his poor mobility, he will be easy to edgeguard.
  • Prone to Parries: Ike doesn't have a single multi-hit attack in his kit. This makes parrying him easier compared to most characters, so attacking shields come with risk.



Normal Moves

Jab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Jab 1 2.5 4-5 24 361/180 -15 to -14 N/A
Jab 2 2.5 3-4 28 361 -20 to -19 N/A
Jab 3 7.0 5-8 41 45 -28 to -25 N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Jab 1 35/25 15/12 N/A N/A 4
Jab 2 35/30 25/15 N/A N/A 4
Jab 3 60 100 N/A N/A 7


Forward Tilt

/ +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.5 12-13 42 361 -17 to -16 N/A
  • Placeholder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 97 N/A N/A 12
  • Angleable


Up Tilt

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 12.0 11-16 40 95 -17 to -12 N/A
Late 8.0 17-21 40 85 -14 to -10 N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 50 90 N/A N/A 11
Late 50 90 N/A N/A 8


Down Tilt

+

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
8.0 7-8 29 80 -13 to -12 N/A
  • Placeholder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 55 N/A N/A 8


Dash Attack

while dashing or running

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 14.0/11.0Blade/Body 15-16 48 52 -17 to -16/-20 to -19 N/A
Late 9.0 17-19 48 45 -20 to -18 N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 70 88 N/A N/A 15/12
Late 60 110 N/A N/A 10

Clean:

  • Values seperated as Blade/Body


Smash Attacks

Forward Smash

/ + or /

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Early 19.028.5 charged 31-32 84 361 -39 to -38-34 to -33 charged N/A
Clean 22.0/19.033/28.5 charged 33-35 84 361/57 -36 to -34/-37 to -35-29 to -27/-32 to -30 charged N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Early 40 90 N/A N/A 136 charged
Clean 49/40 85/86 N/A N/A 14/136/6 charged

Clean:

  • Values seperated as Tip/Blade


Up Smash

+ or

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
(Clean) 17.025.5 charged 25-29 71 82/75/70/65 -34 to -30-29 to -25 charged N/A
Late 10.015 charged 30-31 71 65 -33 to -32-30 to -29 charged N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
(Clean) 49 90 N/A N/A 115 charged
Late 50 85 N/A N/A 74 charged


Down Smash

+ or

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Forward Slash 16.024 charged 13-15 71 48 -46 to -44-42 to -40 charged N/A
Back Slash, Clean 19.028.5 charged 32-33 71 48 -25 to -24-20 to -19 charged N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Forward Slash 40 100 N/A N/A 115 charged
Back Slash, Clean 40 100 N/A N/A 136 charged


Aerials

Neutral Aerial

Airborne

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Clean 7.5 10-14 60 80 -5 N/A
Late 6.0 15-22 60 80 -5 N/A
  • Placeholder


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Clean 35 130 8 ? 3
Late 35 130 8 ? 3


Forward Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
13.0 11-15 52 30 -9 N/A
  • Placeholder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
55 60 14 ? 5


Back Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
14.0 7-9 55 361 -6 N/A
  • Placeholder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30 100 11 ? 5


Up Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
11.0 13-18 57 80 -5 N/A
  • Placeholder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
55 94 9 ? 4


Down Aerial

Airborne +

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
15.0 16-17 55 50/270 -9 N/A
  • Placeholder


Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
30/20 100/90 14 ? 5
  • Values seperated by Sword/Tipper


Specials

Eruption

(Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Min Charge, Explosion 9.0 11-15 60 80 -39 to -35 N/A
Min Charge, Sword Hitbox 9.0 11-17 60 85 -39 to -33 N/A
Mid, Close Geyser 35.0/28.0/26.0 11-15 from release 60 361 -18 to -14/-24 to -20/-26 to -22 all armor 6-10
Mid, Far Geyser 31.0/25.0 15-20 from release 60 361 -18 to -13/-22 to -17 all armor 6-10
Max, Close Geyser 35.0/28.0/26.0 11-15 60 361 -18 to -14/-24 to -20/-26 to -22 all armor 6-10
Max, 2nd Geyser 31.0/25.0 15-20 60 361 -18 to -13/-22 to -17 all armor 6-10
Max, 3rd Geyser 27.0/22.0 19-22 60 361 -17 to -14/-21 to -18 all armor 6-10
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Min Charge, Explosion 40 100 N/A N/A 9
Min Charge, Sword Hitbox 40 100 N/A N/A 9
Mid, Close Geyser 20 70 N/A N/A 30/24/22
Mid, Far Geyser 60 46 N/A N/A 26/22
Max, Close Geyser 20 70 N/A N/A 30/24/22
Max, 2nd Geyser 60 46 N/A N/A 26/22
Max, 3rd Geyser 60 47 N/A N/A 23/19

Mid, Close Geyser:

  • Damage values seperated by as Close/Far/Furthest


Mid, Far Geyser:

  • Damage values seperated by as Close/Far


Max, Close Geyser:

  • Damage values seperated by as Close/Far


Max, 2nd Geyser:

  • Damage values seperated by as Close/Far


Max, 3rd Geyser:

  • Damage values seperated by as Close/Far


Quick Draw

/ + (Hold OK)

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
9.0 2-4 35 60 -23 to -21 N/A
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
70 88 N/A N/A 9


Aether

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Ground, Initial Hit 6.0 15-16 61 88/94/96/86 -39 to -38 all armor 5-35
Ground, Spinning Hits 1.0 44-54 61 367 -14 to -4 all armor 5-35
Aerial, Initial Hits 6.0 15-16 61 88/94/96/86 -39 to -38 all armor 15-35
Aerial, Spinning Hits 1.0 44-54 61 367 -14 to -4 all armor 15-35
Falling, First Frame 3.0 1 6 70/270 0 N/A
Falling, Later Frames 3.0 2-5 6 70/270 1 to 4 N/A
Landing 6.0 1-4 37 50 -29 to -26 N/A
Sword Multihits 2.0 1-22 47 90 -42 to -22 N/A
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Ground, Initial Hit 150 FKB/145 FKB/140 FKB 100 N/A N/A 6
Ground, Spinning Hits 50 FKB 100 N/A N/A 2
Aerial, Initial Hits 150 FKB/145 FKB/140 FKB 100 N/A N/A 6
Aerial, Spinning Hits 50 FKB 100 N/A N/A 2
Falling, First Frame 120/165 FKB 30/100 N/A N/A 4
Falling, Later Frames 0/150 FKB 50/100 N/A N/A 4
Landing 70 155 N/A N/A 6
Sword Multihits 90 FKB/40 FKB (Frame 22) 100 N/A N/A 3/2 (Frame 22)


Counter

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Detection N/A 9-33 73 - - full intangibility 8-15
Hit 10.0 min 5-6 42 361 -26 to -25 full invuln 1-4
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Detection - - N/A N/A -
Hit 48 100 N/A N/A 10

Hit:

  • 1.2x multiplier


Grabs & Throws

Grab

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Standing N/A 7-8 37 N/A N/A N/A
Dash N/A 10-11 45 N/A N/A N/A
Pivot N/A 11-12 40 N/A N/A N/A
Pummel 1.6 1 7 361 -2 N/A
Standing Grab

Dash Grab ( or > )



Pivot Grab ( > + )

Pummel ( > )


Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Standing N/A N/A N/A N/A N/A
Dash N/A N/A N/A N/A N/A
Pivot N/A N/A N/A N/A N/A
Pummel 40 FKB 100 N/A N/A 3


Forward Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 3.5 5-7 33 361 -23 to -21 all invincible 1-8
Throw 4.0 8 33 28 N/A all invincible 1-8
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 30 150 N/A N/A 4
Throw 55 75 N/A N/A N/A


Back Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 3.0 20-21 38 361 -13 to -12 all invincible 1-22
Throw 4.0 22 38 28 N/A all invincible 1-22
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 30 150 N/A N/A 4
Throw 55 75 N/A N/A N/A


Up Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 3.5 18-19 43 361 -20 to -19 all invincible 1-20
Throw 4.0 20 43 87 N/A all invincible 1-20
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 30 150 N/A N/A 4
Throw 70 72 N/A N/A N/A


Down Throw

+

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Hit 1 3.0 35-39 58 361 -18 to -14 all invincible 1-40
Throw 4.0 40 58 80 N/A all invincible 1-40
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Hit 1 30 150 N/A N/A 4
Throw 75 120 N/A N/A N/A


Misc. Attacks

Ledge Attack

while holding the ledge

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
10.0 19-21 56 45 -26 to -24 all intangible 1-21
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
90 20 N/A N/A 10


Getup Attack

after getting knocked down

Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
Up 7.0 17-22 46 48 -21 to -16 all intangible 1-22
Down 7.0 17-22 46 48 -21 to -16 all intangible 1-22
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Hit / Hitbox Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
Up 80 48 N/A N/A 7
Down 80 48 N/A N/A 7


Trip Attack

after tripping

DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has.
5.0 19-24 50 361 -24 to -19 all intangible 1-7
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Base KB Fixed KB KB Growth Landing Lag Autocancel Window Shieldstun Shieldlag Bonus Shield Damage Direct Hitbox Clang ReboundThe type of interaction when a hitbox interacts with another hitbox

Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with.

Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property.

Transcendent cannot interact with other hitboxes.

No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch.
Rehit Hitlag Multiplier SDI Multiplier
60 50 N/A N/A 6


Navigation

To edit frame data, edit values in SSBU/Ike/Data.
Ike


Character Select

System Explanations

Essentials
ControlsFAQ
The Basics
MovementOffenseDefense
Detailed & Advanced Information
Damage/KnockbackFrame Data ExplanationsStates of PlayUniversal StrategyEsoterica
Archived Information
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Mechanics Glossary

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